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RYZE BUILD GUIDE: Basics to mid lane Ryze by pindaklaas

by pindaklaas (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Health( +48.15 health)
9
Greater Glyph of Scaling Mana( +12.78 mana per level (230.04 at champion level 18))
1
Greater Quintessence of Magic Penetration( +2.01 magic penetration)
2
Greater Quintessence of Movement Speed( +3% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
9
0
21
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Arcane Mastery
QOverload
WRune Prison
ESpell Flux
RDesperate Power
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Arcane Mastery
QOverload
WRune Prison
ESpell Flux
RDesperate Power

Champion Matchups

Introduction

Hello,

First of all, I apologize for any spelling mistakes, English isn't my native language.
I am pindaklaas, just an average player and have 1500+ elo atm. Ryze helped me to carry to 1500 elo. I don't really like to play ranked, since I prefer to play with friends. However I've played some ranked games with Ryze (30 ranked games, few hundred normal games) and have a win percentage of 75,9% with him at the moment.

About Ryze:
Ryze is a tanky mage (with a kick ass beard) who can deal damage continuously, because of his passive. His damage scales mostly with mana, but alsow with ability power. Therefore, items that include mana and AP are good on Ryze. Ryze usually goes mid, but can be played top as well.


Pro's:
- Can deal damage continuously
- Is kind of tanky
- Strond mid-game damage
- One of the best CC spell in game (takes no cast time/ flight time)
- Strong ganks due to high movementspeed
- Built in spell vamp after lvl 6
- Strong laner
- Does not need blue-buff late game

cons:
- Not a strong pusher early
- Has no escapes

Lore:
There are many on Runeterra who are attracted to the study of magic or, in recent times, the emerging field of techmaturgy. For most, pursuit of such knowledge is formalized in a college or university. The halls of traditional study were never for Ryze, however, who felt a more raw and primal connection to the magic of Runeterra than those who tried to teach him. He struck out on his own as a young man to discover what already called to him. Ryze traveled the world, seeking the wisdom of powerful hermits, witches, and shamans - anyone who had something to share beyond what was taught in the city-states of Valoran. When he had learned all he could from these fonts of wisdom, Ryze turned to seek the lost, forgotten, and forbidden knowledge in the world, delving into mystical worlds where others feared to tread.

Ryze's tireless searching for magical knowledge led him to an ancient form of spellcraft known as thorn magic. This art required Ryze to tattoo spells on his body, permanently infusing his being with vast arcane power and finally fulfilling his need to bond with the mystical energies of Runeterra. His travels also led him to uncover the giant indestructible scroll he now carries on his back - the purpose of the inscribed spell remains a secret only Ryze knows. He claims it is an abomination - something that he must safeguard from the world. This has piqued the curiosity of many, though no one is sure how to separate the scroll from Ryze, or if it is possible to overcome the rogue mage to do so. Since then, Ryze has joined the League of Legends to study the magical creatures and powerful will-workers that fight there, in order to complete his exploration of mystical Runeterra.

''Ryze is no longer just a mage - he has become a creature of magic itself.''
-- High Councilor Heywan Relivash

Masteries

For masteries I suggest 9/0/21

You don't want to spend 21 points in offense, because Ryze scales better with mana than on AP.
Since you don't put 21 points in offense, you can take 21 points in utility. This gives Ryze some advantages over other AP mid champions.

Utility Tree:
I take Summoner's Insight for the flash cooldown reduction.
Most mid players take Meditation instead of Wanderer. I put 3 points in Wanderer so I have more movement speed (8% with Nimble) to gank / herras. I put 2 points in Meditation and put the other point in Biscuiteer, since the biscuit provides me more mana than the 1 mana per 10 from meditation and I need the mana early game more anyways.
Then I take Expanded Mind which gives me mana per level thus more damage per level.
Runic Affinity to have the blue buff longer.
Vampirism for some extra spell vamp and Intelligence to have 10% CDR, so at 7 min you have about 30% CDR with the blue buff.


Lastly I take Mastermind.
This reduces the cooldown of summoner abilities. Since most of the AP carries go 21/0/9 they don't have points in mastermind, because they prefer Expanded Mind. If your enemy didn't choose this, this is actually a great advantage.
Most of the time when you flash/ignite for a kill, your opponent will do the same (flash away if he's low, or flash to you if you are low ). So when your flash and ignite are up again, you know their flash and ignite are still on cooldown. So you can play a little bit more aggressive, which can lead to a kill.

Offense Tree:
For offense I take Sorcery for the CDR and Arcane Knowledge for the Magic Penetration.

Runes

For runes I take:

Marks:
9x Greater Mark of Magic penetration (+0.87 Mpen)
This is just the best choice. Flat AP doesn't offer that much even if you scaled well with AP. Also, magic resist runes were nerfed some time ago.

Seals:
9x Greater Seal of Fortitude (+5.35 health) Because I like to have a bit more health early game.
9x greater seal of Scaling Mana (+1.17 mana/level) This offers a bit more damage and mana.

Glyphs:
9x Greater Glyph of Scaling Mana (+1.42 mana/ level) for even more damage / mana
9x Greater Glyph of Magic Resist (+1.34 MR ) To get less damage in mid.

Quints:
1x Greater Quintessence of Insighte (+1.89 Mpen) For more damage.
2x Greater Quintessence of Swiftness (+1.5% movement speed) For more ganking power / herrasing in lane.

Summoner Spells



Explanation:


Just that little bit of extra damage mostly turns out in a kill. Also, since using is kind of the new meta you can kind of counter it by using ignite early if you're almost sure to make a kill.


Flash is just a must on Ryze. Early game you don't have any escape possibilities.
And + is also a nice combo. If your opponent is half health and your jungler is waiting for a gank, Flash + Rune Prizon mostly will turn out to be a kill.

________________________________________________________________________________________________________

In my opinion the best summoner spell if you don't take ignite is
This spell can be used for the following:
- Since the creation of the homeguard boots, your ganks are really strong with teleport. Let your support ward the second bush at bottom lane. They can't run away / flash away from you.
- Countergank when top or bottom gets ganked.
- Get in your lane faster, to stack your tear of the goddes faster.


Also viable:
People dont expect you to run heal, can lead to a kill for you when they tower dive
Flash is better in my opinion, since Ryze doesn't have an escape, but ghost is alright too.
Is ok if you have Annie against you or someone with a lot of stuns, but I'd still prefer ignite.
If you can exhaust Annie or Leblanc before their combo, this spell is alright, but that's rather hard.

Not that good / not viable

Cooldown is too long
You're not jungling
You have a support for this
You only might have mana problems early game, just learn to manage your mana early.

Skills

Passive: Arcane Mastery
When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.

Explanation:
This ability is what makes Ryze Ryze. The more abilities you use, the more you actually CAN use!
More on this in the chapter Combo's.




Q: Overload
Ryze throws a charge of pure energy at an enemy for heavy damage and additional damage based upon Ryze's maximum mana. Ryze also gains passive cooldown reduction.

Passive: Gains 2/4/6/8/10% cooldown reduction.

Active: Deals 60/85/110/135/160 (+0.4) plus 6.5% of Ryze's maximum Mana (+0.065) in magic damage.

Cooldown: 3.5 sec
Cost: 60 Mana
Range: 650


Explanation:
Ryzes bread and butter skill. It has only 3.5 seconds cooldown ( even lower when abusing your passive ).
Because it scales with mana (6.5%!), you can build Ryze with mana and AP items.

If you have a Rod of Ages, Frozen Heart and a fully stacked Tear of the Goddes for example, your damage is increased by:

Roa: 725 mana
FH: 500 mana
ToG: 1350 mana
Ryze base mana at lvl 18: 1240 mana

This is 3815 mana in total, times 0.065 = 247,98 extra damage for you Q ( AP from Rod of Ages and other items not taken into account )

So from mana only, your Q does 408 damage per 3.5 seconds. Imagine if you master to abuse your passive how much damage that is.


W: Rune Prison
Ryze traps target enemy unit in a cage of runes, preventing them from moving and dealing damage. Also gains bonus damage based on Ryze's maximum mana.
Roots an enemy for 0.75/1/1.25/1.5/1.75 seconds, dealing 60/95/130/165/200 (+0.6) plus 4.5% of Ryze's maximum Mana (+0.05) in magic damage.

Cooldown: 14 sec
Cost: 80/90/100/110/120 Mana
Range: 625


Explanation:
Your Crowd Control spell. This is also the only spell that can protect you from ganks. The only thing I don't really like is the range. Since the range is a bit lower than your Q, its a bit harder to ->->.
If you want to land this combo, you should walk to your enemy in lane, hit your Q and instanly right click towards the enemy so you get in range for it. Use W and Q immediatly after. Don't forget auto attacks in this combo.



E: Spell Flux
Ryze releases an orb of pure magical power that deals damage and bounces from the initial target up to 6 times. Targets hit have their magic resistance reduced.
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 50/70/90/110/130 (+0.35) plus 1% of Ryze's maximum Mana (+0.01) magic damage and reduces Magic Resist by 12/15/18/21/24 for 5 seconds.

Cooldown: 14 sec
Cost: 60/70/80/90/100 Mana
Range: 700


Explanation:
Early game you don't build much AP, so this spell doesn't really do damage early. You take a point in it in level 4 though, for the reduced Magic Resist and to trigger your passive. Since the range of and are the same it's easier to land this combo.
When your ult is active it deals some decent damage though, since it bounces between enemies and your ultimate deals AoE damage.




R: Desperate Power
Ryze channels immense arcane power, he gains spell vamp and all of his spells deal area of effect damage.
Channels immense arcane power gaining 15/20/25% Spell Vamp, and 35/45/55 Movement Speed. Spells deal 50% area of effect damage for 5/6/ seconds.

Cost: No Mana
Range: 0


Explanation:
Your ulti. This was remade some time ago. You don't get the extra mana anymore, but instead you get +35/55/75 Movement Speed for 5/6/7 seconds. This, together with your masteries and runes makes you moving even faster when you use your ult.

If I'm on the purple side, I like to gank the bot lane a lot. If I'm on the blue side I prefer to gank top.
If you press your ulti when the enemy sees you when you are about to gank, you move way faster than them and you can Rune Prison them for your ally.

Furthermore:
It has no mana cost and it can be used in a lot of ways.
-You got herassed a bit and are out of potions? Use your ult.
-You want to push your lane to gank bot/mid or want to shop? Use your ult.
-The enemy team gathered at drake/baron and they are close to each other? Use your ult!

You can think about when to use your ult though. It can be used to trigger your passive too. Like don't press R when you're about to initate, but use it after your combo to get 1 sec of the cooldowns.






Skill order.

Level 1:
You take your Q at level 1, because it provides the most damage early game and you want to max it as soon as possible. However, if you are invading with your team, wait with leveling up your skills. If you think you and your team can catch someone, level W first instead.

Level 2:
Take W at level 2. Junglers tend to gank mid at level 2 a lot. Rune Prison can be used agressively as well as defensively. If your jungler comes to gank, you can snare him or flash + W him. If the enemy jungler comes, your only defense ( except for flash ) is to snare someone.

Level 3:
Choose Q for more damage

Level 4:
Choose E for more damage, another combo rotation and lower their magic resist.

Level 5:
Choose Q for more damage and shorter cooldown on your Q

Level 6:
Choose your ult obviously.


Maxing order:
>>>

Your ulti provides two things that are really good. Movement Speed and spell vamp. Also, it can be used for 1 second cooldown on your spells. This is why you choose it when you can.
You max Q secondly, because it's your main source of damage.
You max W after that because it does more damage than your E.
You max E last, because it scales mostly on AP, which you don't buy a lot.

Smartcasting and combo's

Smartcasting

What is smarcasting
Normally, when you want to use an ability, you press Q for example. The range indicator shows up and if the enemy champion is in that range, you click on him and the ability will be used.
With smartcast however, you don't have to click on the champion to use the abliity. You need to hover your mouse over the enemy champion and press down your Q button to use the ability.
Karthus' Q and Cassiopeia's Q are both smartcast skills. However, since they are skillshot abilities, you can use them anywhere on the ground, as long as they are in the range of the ability. Ryze doesn't have any skillshots so you can only use his abilities on champions.
Also you don't see the range indicator when using smartcast. This makes it a bit harder if you don't know the range of your skills. You can start to play Ryze without smartcast so you get familiar with the range of his abilities and then use smartcast. But you will learn the ranges by heart quite fast.

When you're playing vs someone who doesn't use smartcast, it's sometimes easier to herras without taking damage. Since you don't have to click to use an ability, you attack slightly faster than your opponent. So if you know your ability range, you can just walk into the range, smartcast Q and walk out again, before your enemy can do something.

Why using smartcast on Ryze
It's way easier to hit a combo with smartcast. For example: you want to hit your Q-W-Q combo.
Without smartcast: Press Q - click - Press W - click - Press Q click
With smartcast: Press Q - Press W - Press Q

This takes less time and you can focus more on the combo when they get longer. You will land your combo with more precision.

How can I use smartcasting?
You can set up smartcast in 2 ways:

1) Shift + ability
2) Set the abilities up in the control options

1: If you don't like smartcast all the time, but just sometimes it's better to use shift+Q. This will also let you smartcast, but if you only press Q it's back to normal

2: Press esc -> keybindings -> click on the block right to smart cast spell 1 -> press Q
Do this for every ability.
Smart cast spell 2 = W
Smart cast spell 3 = E
Smart cast spell 4 = R

This way you will use smartcast every game. So if, for example you like smartcasting with Ryze, but don't like to do it with Lee Sin, you have to move the abilities back to default.





Combo's

AA = auto attack

Your basic poke combo's:
-> -> AA ->
This is the easiest combo to land, since the ranges are the same. The damage of your E isn't that high, but it triggers your passive, so you can use your Q again!

->->->
If you are just in range to hit your W, this is the best combo to to the most damage in the shortest amount of time. However, if you are in melee range of your enemy for example, this is the best combo to do the most damage in the shortest amount of time:
->->->
Since E lowers the magic resist of your enemy this will do more damage, and since you are so close to your enemy, you will hit your W as well.


Most damage over time combo:
->-> AA ->->-> AA -> .
This is the best combo when fighting Dragon, Baron, Blue buff etc ( non mobile stuff )
Or against champions which you can't nuke down, like or



Using your ultimate early:
If you're low and getting towerdived and have no other option to fight, instantly use you're ultimate and spellvamp as much as you can! Try to focus the enemy who has turret agro.

You can use your ult to trigger your passive to use 1 more :

->->->->->->

You can also start with to get it up faster to snare them twice.

Another thing you want to think about is using your ultimate early or late in your combo. If you use it early, you'll do more damage with your team. If you have a in your team for example, and you use your ultimate + E early, he will do more damage, because of the E debuff. However, when a teamfight starts, you'll have full HP most of the time, so you don't use your spellvamp optimally.
You can also wait with using your ultimate untill you are 75-50% HP. Then use your ultimate and spellvamp alot of HP back. If you are getting focussed, it might be better to wait untill they fight you and then use your ultimate, rather than just using it at the start of the fight.

Item Builds

Starting items:
+ +.
This offers a lot of sustain and some mana. You want to stay in your lane until you can afford Tear of the Goddess. That's when you go back so that you can get stacks as soon as possible.
Also, you can place your ward early, if you think the enemy team will invade (most of the time when they have a blitzcrank). If you have the feelding they won't invade, use it a bit later. Put it on one side of the river, and stick to the opposite side of the river. When you see the jungler coming you can always escape via the other side of the lane.


Next:
or ?

If you are having trouble to stay in lane, because you get outherassed or you died or are for some reason behind already, take . This is the safer way. It provides some health, mana ( damage ) and it has a great passive to stay in lane longer.

If you are winning mid and think you are better then your opponent, you can take. Since the recent change of this item, getting stacks is easier.
Ask your jungler for the blue buff the second times it spawns. If you get it from your jungler you can use your abilities more ( because of the cooldown and mana regen )and get stronger and stronger because of the passive of your Tear of the Goddess, while you're opponent doesn't get stronger until he goes back to base. Also, do wraiths if your lane is pushed to get more gold and Tear of the Goddess stacks.

After this you can choose to buy shoes or upgrade your Rod of Ages. If you chose teleport, it might be better to buy shoes and upgrade them to Homeguard shoes as soon as possible, since your ganks with teleport are really strong then.
If you're facing Leblanc or Veigar, always choose. If the enemy team doesn't have that much CC, you can buy .
Buy the next time you go back though, You still need it. Since Ryze scales better with AP now is a 100% core item. So build that after you have Cataclyst the Protector and Tear of the Goddess.


Then:
Next item you need to buy is a or .

Again, if you're kind of losing you want to buy the Negatron Cloak. If your winning, buy . It provides mana(damage), armor and CDR! You can use abilities more often -> more bonus mana for your Tear of the Goddes -> more damage!

Eventually you will buy them both and upgrade them in and . Since you buy Muramana, Icebourn Gauntlet does more damage, and because of the slow it's easier to land your W.

Last item:
This is where you have to adept to your enemies.

Enemy is stacking Magic Resist? Buy
The enemy is for some reason killing you every teamfight firstly, punish them for focussing you, Buy
You have an AP top and want more sustain? buy
Need more health? and
Need more armor? , or maybe even .
They have a Skarner, Warwick or something similar, buy a


Always adept to your enemy team, there is no "These 6 items are always your final build items.

Also, don't forget about . It gives cooldown reduction and ability power.

Remember to buy for warding keyspots;
Purple side: Enemy wraiths, the bush near blue buff ( for some reason I can't upload images...)
Blue side: Enemy wraiths and the bush near blue buff

If you only could afford 1 ward, you can just ward 1 side of the lane. If you warded the left side, you can stick to the left side of the lane, so you can see the enemy jungler coming early and run away ( to the right side )to your tower.


Also, pay attention to your enemy at the 7 min mark. Try to herras him a bit more at 6.50 - 7.10 min.
If the enemy jungler started at blue, it will respawn about 7.12 min. If your enemy pushes the lane a bit at 7.10, push back as fast as you can. Run to the enemy blue via river, in such a way the enemy mid player doesn't see you. Since you got him low already, and most people want to go to lane again since they have blue buff, they will pass the bush you're hiding in. Use your QWQRQEQ+ ignite combo and its a free kill + blue buff.
This works so many times..
You can also ask your jungler to help you secure the kill.

Some math concerning Muramana and Seraphs Embrace

Why over ?

I wanted to know if was better than . So I worked something out in Excel.

In these calculations runes and masteries are not taken in considiration.


Ryze's base stats at lvl 18:

Mana: 1240
AP: 0
AD: 106

Ryze damage at lvl 18 is calculated via:
Q : 160 + (0.4*AP) + (0.065*mana)
W : 200 + (0.6*AP) + (0.045*mana)
E : 130 + (0.35*AP) + (0.01*mana)

First I calculated the damage of Q W and E if you only had or and no other items.


with no other items
Stats at lvl 18 + muramana stats:
Mana: 2240
AP: 0
AD: 150.8
muramanas active damage with max mana: 134,4

Damage:
Q : 160 + (0.4*0) + (0.065*2240) + 134,4 = 440
W : 200 + (0.6*0) + (0.045*2240) + 134,4 = 286.8
E : 130 + (0.35*0) + (0.01*2240) + 134,4 = 188.5
Auto attack : 106 + (1.25*150.8) = 294.5



with no other items.
Stats at lvl 18 + Seraphs embrace stats:
Mana: 2240
AP: 60 + 67.2(from passive) = 127.2
AD: 106


Damage:
Q : 160 + (0.4*127.2) + (0.065*2240) + 134,4 = 356.48
W : 200 + (0.6*127.2) + (0.045*2240) + 134,4 = 377.12
E : 130 + (0.35*127.2) + (0.01*2240) + 134,4 = 196.92
Auto attack: 106


Summary:

vs

Q : 440 vs 356.48
W : 286.8 vs 377.12
E : 188.5 vs 196.92
AA: 294.5 vs 106

That is why Muramana is better than Seraphs Embrace (damagewise, that is)

One can ask himself if you'd prefer the extra sustain you get from the shield provided by Seraphs Embrace, or the extra damage from Muramana.

Early / mid / late game.

Eearly game:
First of all, focus on last hitting. This is your main source of income. You have to do small calculations in your head.
- Which minion will be at low health firstly
- How fast is the HP of the minion dropping
- How much damage does my autoattack do
- How long does my autoattack animation + partical travel time take
- Do I need to use an abilitie to get that other low minion as well

You have to be thinking this constantly, while paying attention to your position, the enemy position and watching your wards, which is kind of hard.
You can practice the last hitting part in custom games, but learning to pay attention to your surroundings ( enemy champions etc. ) will be better to learn with normal games.

furthermore:
I like to use some early Q's at level 1. Having your mana bar full is never good in my opinion, it will regen back. Don't use Q everytime when it's off cooldown though, just once or twice during level 1.
When you level up to level 2, choose your W and ask the jungler for a gank. If you can land your W, most junglers can easier follow up with landing a CC spell ( Amumu/Maokai or for example Lee Sin's Q).
If your jungler hit his CC spel, this leads most of the time to a kill or the enemy using flash.
Furthermore, focus on last hitting early game. Try to get your Tear of the Goddess as soon as possible. Recall when you have enough money and use your Q a bit more, to herras or last hit minions, to get stacks on your Tear of the Goddess faster. Since your damage scales of mana, you get stronger and stronger while you don't have to get back to buy items. It isn't that much damage, but hey it's something!

If you are premade with your jungler. Ask him to put a ward at this spot.
[http://img819.imageshack.us/img819/1263/bluefl.png]
You can only do this though, if you saw your mid lane coming from their blue buff side ( you know their jungler started at blue ). At about 7.12 the blue buff will respawn and will be given to the enemy mid champion probably. Try to herras your enemy at about 6.50. Then, when he goes to get the blue buff, you can kill him most of the time, so both you and your jungler have the blue buff.


Mid game:
When you hit six, the fun starts. You always want to check bottom and top lane more now. When you see your enemy going bottom ( because of the ward you placed in their jungle ) follow them always. You can't push your lane that fast, because Ryze doesn't have AoE spells (when not using his ult) and since the damage you do against a tower is based on AP or AD, it takes long for Ryze to kill a turret. Also, at lower elo people don't look at the minimap when they are ganking a lane most of the time. They are making their move to kill your ADC and all of a sudden there is a Ryze behind them with his ult activated for some nasty AoE damage. This goes the same for toplane. If you chose for teleport as summonerspell. Ask your support to ward the second bush in lane. When you recalled and want to gank bot, say that you are coming or wait for your jungler to get in position too. When you have homeguard boots, they can't escape from you!
Further, always have dragon warded. Since mid-game is your best period, you want to contest dragon fights, if you are not far behind. The AoE damage of your ult helps a lot here, since the enemyteam is "crowded" there.
Also, after a succesfull (counter)gank, take their tower or dragon, get objectives. Since you just killed the enemy ADC + the enemy mid you were following bottom, you have an advantage when doing drake. Most of the time it's free. You need to choose however, kill the turret or drake. Most of the time you can't do both. If you first kill the tower and then do drake ( which probably is warded ) chances are that the enemy AD and AP carry will be back, with full health, and kill half of your team.

Late game:
You are kind of tanky now and have your Manamune fully stacked into a Muramana. Always walk as a team and never facecheck bushes. Ward the map as much as possible with your whole team, the support can't ward everything. Also let the support buy an oracles to get more map control. If you have money left, you can buy it as well.
After a won teamfight, either push their inhibiter or do baron, most of the time you can't do both. You will just end up dying at baron.

Most of the time this is about not getting caught out of position. You can remove enemy wards near baron with your oracles / vision ward and bait them, or do baron. Anothing alot of people do is "getting that use minion mob at bottom". When the enemy is doing this you can force a fight (exept if the splitpushing/farming person is a Shen)
Just keep together as a team and try to catch someone out of position with your snare.

Match-ups. (Working on it)

First of all, http://www.championselect.net/champ/Ryze this has probably more info. But for those who want to know my thoughts about match-ups, here you go.

Hard counters to Ryze


Before she's level 6 you just have to avoid her stuns, they hurt. But after 6 she wins. You can't get in range because of her ult, it slows you down to hard. If she stops her ult you can try to punish her, but she still has her wall / stun. After level 6 she can just clear a wave with R+Q and can go gank bot/mid, since you're not a fast pusher.
Hard champ to play against. I main Anivia and Ryze and always counterpick Anivia vs Ryze.


You don't want to have a cassiopeia against you. Since you stand still when you use QWQ and W isnt a stun but a snare, she can cast her spells, she can hit her Q easily. Since her cooldowns are also very short, it is hard to make effictive trades against her. She will out heras you and you will lose vs a good cassio. She also pushes a lot harder than you and can herras you while you try desperatly to farm under the tower.


Hard matchups


Brand outranges Ryze really hard. He also has great pushing abilities. So you have to autoattack your minions a bit, while dodging his abilities. This can be pretty hard. And when you get caught bij a stun from Brand he does a lot of damage, since he can freehit his W.
You need to focus on farming, and farming only early on. You need to/ can go in when his abilities are on cooldown. Since his cooldowns are really high, he can't really do damage to you when he just used a spell. Poke him with a combo, keep doing this and kill him with your jungler or kill him if he doesn't go back to heal.


Kind of the same story as Brand. He outranges you and can push with his Q. When he hits level 6, he can hit his E+R combo fairly easy. Try to watch out for that. Also, his R cooldown is rather short so he can also use it as some sort of poke to send you back to heal and take advantage of that. When he used his E to last hit a minion or it's on cooldown for some reason, you can try to herras/ kill him.



Annie is kind of the same as you are: A low cooldown high dmg Q. Trades are most of the time even.
You have to be aware of her level 6 burst. If she levels up to level 5, look at your own level + experience. Try to calculate when she will hit lvl 6 and recal and buy or So when she flashes + tibbers, you have some more defens and are full health.


Lol 200 MR.


Kind of hard champ. He can just sit in the back and throw barrels at you. He also has a great sustain and when you're finally in range for you're Q, he can E away if you're to slow with you're W.



The problem with kassadin is, people fear him. When kassain used his Q they run away, he can free herras you. If he used Q you need to run to him, he cant really do anything afte his Q and most kassadins dont put points in his W. After 6 this tactic wil be harder though..



Spell shield.. Her spellshield makes it hard to lane against her. When your junglers says he comes mid, try to let her use her spellshield and ask the jungler to stick around after the gank. Since your W cooldown is lower, she won't have it up when your jungler comes to gank her.


Morde will push your lane hard and will herras you while you're under your tower or take your wraiths when he pushed his minions to your tower. However, early game Morekaiser is really weak and has hardly any escapes. Ask your jungler to come early. The only thing you can do is try to farm as much as possible and herras when his shield is down. Also autoattacking him now and then to reduse his shield and then herras him with abilities might work as well. Consider buying or early.




Average match-ups

I dont like Ahri. She uses her ult for only 2 reasons obviously, to kill you or to escape. Ask your jungler to come mid often before she's lvl 6, so you get an adventage. Since your abilities aren't skillshots though, she can't dodge your damage with her ult. You can even stun her while she's using her ult. This is an even match up. Stay behind your minions so she can't hit her charm + Q combo.


Ryze is considered to be a counter to fizz. You need to be a bit carefull when he hits level 3 though. You want to herras him as much as possible with Q / autoattacks early on, since he's melee. However, when he hits level 3 he can Q to you, do some autoattack (which hurt alot) and he can dodge 1 Q from Ryze. Since you have such short cooldowns, fizz' E isn't that effective against you. I haven't fought against a lot of fizz players, so can't really much say much about this one.


Always annoyin. You need for her silence and snare. Also, you need health/mr to survive her burst. Consider an early
Watch out for her level 3 ( Q+W+E ). I always try to herras her at lvl 2 with my QWQ combo. Do this twice and shes almost dead. Also, she's even a worse pusher than you are. When you have a tear and you can afford to push more with your abilities, do it and go roam when you pushed to the tower.


Care early game, he does alot of damage with his W and he can silence you. Buy an early and build it into . This shuts him down completly.


Easy lanes

If he shields himself, burst the shield with QEQ, snare him after that combo with QWQ away and you will win.



If you stay behind your minions, kennen can hardly herras you with his Q. He can't go in with his E+W combo, you will just snare him and walk back. ALso when he ults you, snare and walk back untill its over.


Ryze counters Veigar for a few reasons. First of all Ryze doesn't scale with Ability Power, so Veigars ult does less damage. Another thing is Ryze can build Magic Resist while not hurting his damage to much. If you buy for example. It will be harder for him to stun you, you have more Magic Resist so his damage is less, you get more HP and more MP which means more damage.

Ryze performs well with

Ryze performs well with or other champions that can stun / pull / fling.
When a teammate flings or pulls a champion, you can easily follow up with your W. Since it is an instant snare, the enemy can't flash away from it, Like Tarics stun.

Good junglers:
The enemy mid can't dodge both of your stuns.
You Q the enemy mid and Lee Sin can land his Q quite easily.
Ali comes from behind, headbutts the enemy mid back, you snare him, Ali can Q him etc
When you snare the enemy mid, Amumu can land his Q quite easily

Good toplanes
fling -> snare
His ult + your ult = tons of damage!


Good botlane


Final Comments

This is my first guide, I enjoyed writing it. I hope it will help some people to understand Ryze and play him better.

I would like to get some feedback about this guide, so I can improve it. So if you give it a dislike, please tell my why and how I maybe can improve my guide. Also, if you like the guide I would like to know! :)

~pindaklaas

Comments

March 19, 2013 - 05:56 AM #1

Hey, the idea that Ryze soft-counters like Lux are played a lot more is a really good point that I hadn't thought about. Lux is something like 2x as popular as she used to be. She's in 29% of games according to LoLKing! You should add that to the thread for an interesting discussion on meta shifts!

Wanderer is weak/cost using Boots of Mobility as a reference item. Ryze needs the MS more than most champs but you're not out of combat enough. I think but haven't tested, that out of combat requires 5 seconds. Ryze isn't really a ganking machine with how farm dependent he is. A jungler or high roamer like Ahri would find this much more useful.

Ryze mostly benefits from it in the mid-late game at which point you can just get Alacrity. Plus, Wanderer actually hurts the cost-efficiency of Alacrity or Furor (which is probably not that great anyhow outside of teamfights) because there's a MS soft-cap @ 415 and anything above that has a 20% penalty. On the other hand, using Faerie Charm for reference, Meditation is quite cost-efficient @ 60 gold/point when the average is ~35 and Ryze is pretty mana hungry until mid-game. You also can't count on Blue 100% but want to charge that ToG asap.

The pros for Wanderer are that MS is an important (esp. for Ryze) but hard to come by resource and remains relevant all game. The extra 7 MS can help you poke a bit better in laning and save some time when walking around. However, Meditation helps too because you'll have more mana for harass and even if you do get to poke more with Wanderer, you're a bit too short ranged to do it without taking damage from them right after. Moreover, most mids don't get Nimble and MS quints so you'll probably be faster either way. I haven't fully evaulated the relevance of extra poking in lane but my impression is that it isn't more useful than having a couple more Qs at your disposal. The only way to justify Wanderer is to say that the MS gained is somehow way undervalued on Boots of Mobility's passive or that mana regen is way overpriced on Faerie Charm.

I would always take at least the first Expanded Mind point for 72 extra mana @ 18. The synergy between Ryze's mana scalings and Seraph's/Muramana's passives are too good to pass up even if this is very late game oriented. I'd rather remove a point from Strength of Spirit for sure. The regen you get from it isn't that high until late game and by that point HP regen is unimportant. It also says "up to x / 400" so it makes me concerned that it doesn't give the flat amount it claims. I haven't tested it though.

I've toyed around with pickpocket and it doesn't fit my style. Ryze's early game isn't great and he's actually pretty squishy so I try to play passive and safe. Pickpocket encourages more aggressive play but I usually get punished by taking extra damage when using it. That extra damage is more costly than the 3 gold I gain and if I were playing normally, I rarely use Ryze's slow basic attacks in lane. Pickpocket is better for early game bullies like Annie or champs that can take a lot of punishment like Galio (although most wouldn't go in Utility). I don't particularly like it but it's probably not horirble.

Thanks for the tips on combos!

March 18, 2013 - 11:20 PM #2

Hey lolbot!

Thanks for asking my opinion :)

Sorry that I didnt come up with some calculations yet, they are a bit harder than I expected and I'm really busy with school atm..

But what I got from practical experience is:

QEQWQRQEQWQ-QEQWQ-QEQWQ Etc is gives the most damage over time ( tested this on baron, which is a non moving thing, so when you're facing a champion you might switch the order of E and W )

The most damage in the shortest amount of time is: QEWQ

But in my opinion this combo is only good during the laning phase, since you will do more damage in a teamfight if you use the 1st combo.





I agree that meditation is a bit weak.. I might switch them from meditation to wanderer. I'm also thinking about switching expanded mind for something else. You gain 8 damage from it at lvl 18, that isn't that much. What do you think about pickpocket btw?



Also I think the reasons people mentioned in that thread are quite good:

- He has 0 pushpower early game, even with his ult.

- At lower elo, games usually don't last longer than 20 minutes. Ryze shines the most in late mid/ late game.

- he's only 450 IP so a lot of newer players buy him and can't play well with him

- And my guess is: Atm long range/herras champs like Lux are played alot, Ryze doesn't perform well against them.



Hope I helped you :)

March 17, 2013 - 12:16 PM #3

What do you think is the reason for Ryze's slightly lower winrate compared to other respected mids? See here: http://na.leagueoflegends.com/board/showthread.php?t=3151119

March 7, 2013 - 01:16 AM #4

Cool man, looking forward to your results. Meanwhile, I found a sweet article on Improved Recall vs Wanderer. It's fairly detailed and shows strongly that in time saved, IR is far better. Yes, you will miss some chances to escape or get that last auto in for a kill but IR can save your life too at times. For example, if you recall exactly when Karthus dies, he won't have time to kill your with Requirem. It seems almost all Ryze guides love 3/3 in Wanderer and it's true that it gets stronger relative to the MS of other champs as you max it out but it's still debatable.



http://www.reignofgaming.net/forums/strategy/runes-and-mastery-discussion/30632-mastery-theorycrafting-utility-why-improved



On the other hand, Meditation isn't that impressive either. In 10 minutes, all you'd get is 6 more Qs. Moreover, this would only be true if you were to wait till you were out of mana, didn't have blue buff, didn't recall etc. so in practice it's maybe 3-5. And it can be even less since in some games you have to recall to get Tear or because you have little health and not because you're out of mana.



One mastery that I do like is 3/3 in Strength of Spirit. While it got nerfed, it still offers some nice health regen in the endgame.

March 5, 2013 - 04:30 PM #5

You're very welcome lolbot! Thank you for thinking with me too! ;P



Hmm I'm not sure either. If you want to escape/ catch up with an enemy you are probably in combat, so you won't get the wanderer bonus. Also, you can always use your ult to get that bit extra movementspeed. Also I really like haveing 3 points in Masterminde go get your flash back up faster (better escape / catch up than that extra bit movementspeed)

Meditation really helps early game indeed. When I put 1 point from wanderer into improved recal, the time you lost with walking back to midlane is covered. Pickpocket might help a alot too. In a 30 min match you could get 1080 gold maximum from it. Ofcourse you will never get the maximum amount, but even if you get half of it it's still alot (you can pay the Alacrity upgrade with it for example)

I think this offers more than the 2% movementspeed (which you don't have when in combat). So during the laningphase those 3 points aren't helping at all.

So I agree with you, if it was a flat 2% it would be better, but in this case I think Improved recal, Pickpocket and 1 point more in Meditation is better.



I'm buisy with some calculations on the combo's, but I dont have that much time at the moment. I'll post it asap ! :)

March 5, 2013 - 06:59 AM #6

Meditation seems to help me charge up my tear so I still don't know for sure what I like best. Both of these masteries have clear drawbacks. If Wanderer was a flat 2% it would absolutely be the best choice though.

March 3, 2013 - 06:08 AM #7

BTW, with 3 MS Quints, Wanderer, Sorcerer's shoes, Ryze has a 416 MS OC (409 IC), just above the softcap of 415. It's quite a bit faster than champs that don't go Boots of Swiftness and can be an advantage later in the game because it's harder to get MS in S3. Thus, I'm starting to like Wanderer more because while it's not a big difference, it can often be just enough to avoid a big gank or catch some fleeing enemy. If we consider Alacrity offers +15 ms for 475 and we get 7 mixed ms, 3 points are probably worth a minimum of 180 gold. 180 gold is the value of 3 points in meditation since that's a Faerie Charm.



Plus, Wanderer remains useful in the endgame while the mana regen is only useful before you get RoA. Still, I think Wanderer is only worth it if you went for 3 MS Quints because then you are actually able to outrun most champs but with only 2., you're still not there yet. Especially given the fact that Ryze has a short range, I think I now favor Wanderer slightly over mana regen. But, you could also go 3 points in Wanderer, 3 in Mediation and only 1 in Mastermind. After all, more than 1 point loses 1% per point. Thoughts?



March 3, 2013 - 05:26 AM #8

Thank you very much for the detailed response! These are VERY helpful.



Also, I saw this in the official forums



"Everyone seems to argue that his rotation is QWQEQ, QWQEQ, etc.

Calculate his cooldowns with his passive; you'll find that his rotation is QWEQRQ, QWEQ-Q, QWEQ-Q. That’s the order where he can get off the most damage over the least amount of time."



I've tried to test it in a few games but have a hard time registering the minuscule differences. Although, I feel like the last Q has a longer delay. His claim is different from every Ryze guide I've seen so I'm curious.



February 26, 2013 - 07:25 PM #9

Hey lolot,

Thanks for the feedback!



Answer to question 1:

I find the first question kind of hard to answer. You can ask yourself what your goal is when using a combo. For just herras damage, QEWQ is indeed better, due to the MR reducement. However since the range of W is a bit shorter than your E, it might be harder to hit the full combo (you stand still casting your abilities, so when you hit your Q, the enemy can run away).

Also if you use QEWQ istead of a QEQ (for herras) you have no defense if the enemy jungler ganks (no W ). So the question is if you want to risk not having your W or do a bit more herras.



When your jungler ganks however, I think it's better to do QW-AA-QE-AA-Q

When you hit your Q->W, the jungler can follow up with his CC or hit his skillshot (lee sin). When the enemy is snared you can hit an autoattack while walking towards him, hit another Q and then E Q again. This will do the most damage. I might do some calculations for this, i'm also interested how much more damage it wil do, but I haven't got time for that at the moment.



For teamfights however, most of the time you will snare someone who's out of position. If your team gets caught though, you're right I think. It's better to use your E early to apply the MR debuff. I will change this in my guide, thanks!



The debuff from E lasts 5 seconds btw.





Answer to question 2:

I did the same thing as you did. I got 410 movementspeed with wanderer and 403 without. So that's a 7 movementspeed difference.

I checked a few times how long it took to reach mid lane ( starting at the nexus ) with "Wanderer" and without.

With wanderer: an average of 20,8 sec

Without wanderer: an average of 21.2 sec



So this is only 0.4 sec difference.

That's not really worth it indeed. I suggest you to take improved recal, which improves your recal time by 0.5 sec. So that alone makes up for the time you lose by not taking wanderer ( to get back in lane). However when you're ganking bot lane you will be about 0.4 sec slower..

I would put the other 2 points you still have in "meditation" and "pickpocket"



Hope I answered your questions enough :)



Thanks again for the feedback!

Let me know if you got some great scores with Ryze :D!

February 26, 2013 - 01:06 AM #10

Hi and thanks for the excellent guide. I have a few questions.



1. If I do the QWEQ combo instead of QEWQ does it make any difference in damage at various CDR levels or is it all applied instantly? Also, how long would the mr debuff from E actually last? My same concern is for the ultimate combo of QRWQEQ. Wouldn't QREQWQ be better in a teamfight due to the debuff from E?



2. Is wanderer really worth 3 points? I tested it in game and with Sorcercer's shoes & Alacrity, I was getting 429 move-speed out of combat & 423 in combat. 3 points for 6 movement speed that isn't even always there seems wasteful.

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